core_unreal: Fix deadlock with T.38 control frames.
When using the ast_unreal_lock_all function no channel locks can be held before calling it. This change unlocks the channel that indicate was called on before doing so and then relocks it afterwards. ASTERISK-29035 Change-Id: Id65016201b5f9c9519a216e250f9101c629e19e9
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@ -710,6 +710,7 @@ int ast_unreal_indicate(struct ast_channel *ast, int condition, const void *data
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* signaling and we need to be sure that the locking order is the same to prevent possible
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* deadlocks.
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*/
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ast_channel_unlock(ast);
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ast_unreal_lock_all(p, &chan, &owner);
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if (owner) {
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@ -726,12 +727,14 @@ int ast_unreal_indicate(struct ast_channel *ast, int condition, const void *data
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}
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ao2_unlock(p);
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ast_channel_lock(ast);
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} else if (parameters->request_response == AST_T38_TERMINATED) {
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/*
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* Lock both parts of the local channel so we can restore their topologies to the original.
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* The topology should be on the unreal_pvt structure, with a ref that we can steal. Same
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* conditions as above.
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*/
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ast_channel_unlock(ast);
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ast_unreal_lock_all(p, &chan, &owner);
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if (owner) {
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@ -745,6 +748,7 @@ int ast_unreal_indicate(struct ast_channel *ast, int condition, const void *data
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}
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ao2_unlock(p);
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ast_channel_lock(ast);
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}
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/*
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